Gimbal lock purely a consequence of implementation detail, completely independent from the three modes of interaction. Otherwise, I agree with the rest of your comment.
For freely rotated objects, trackball rotation is only ever appropriate for touch screens, mice should use tumbler instead so that you don't have to pay attention to the absolute position of the cursor.
2. clipping is a GPU fixed function done on x,y,z axes separately, so it will always be a planar cut
3. the effect you're talking about can be entirely removed by setting the frustum's near plane to fit within your collision hull, e.g. for a spherical collider
function near_plane_meters(collider_radius_meters, width_px, height_px, focal_length_px)
return collider_radius_meters * focal_length_px / sqrt(0.25*width_px*width_px + 0.25*height_px*height_px + focal_length_px*focal_length_px)
end
Part 2: https://www.youtube.com/watch?v=odSBJ49rzDo
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